 
	
	A massive thank you to everyone in our community! Since the demo's release, your incredible support and valuable feedback have propelled PSYCHO DEAD past a huge milestone: 20,000 wishlists on steam!
From the very beginning, our small team has poured everything we have into bringing this vision to life. Your support, feedback, and encouragement have kept us going through every challenge â and this milestone belongs to you as much as it does to us. 
Thank you to everyone who has played the demo, shared feedback, and supported us.  

Weâre also be part of Steam Scream Fest 2025! To celebrate this, weâve released a major demo update featuring improvements and adjustments based on all your valuable feedback. (Full details can be found in the patch notes!)  
Reaching this goal during the month of October feels uniquely fitting. To celebrate this spooky season, we're thrilled to share a sneak peek at a Gothic Outfit for Elixia!

This is incredible news for our team, and it motivates us more than ever.
Our goal is to make the full release an experience that lives up to your expectations. We look forward to sharing further development updates in the near future.
If you haven't yet, you can try the demo right here:
https://store.steampowered.com/app/3791840/PSYCHO_DEAD_Demo/If youâve played the updated demo, please feel free to share your feedback with us. Every comment helps us continue improving PSYCHO DEAD.
Help us reach the next goal by wishlisting and following on Steam!
Your support means everything.
 
	
Weâre making steady progress on Fields of Mine! Right now, weâre testing new mechanics, experimenting with different field shapes, and getting closer to the moment when we can finally share the release date with you.

Oh, and weâve just launched our Bluesky page! Thatâs where weâll post updates, devlogs, and behind-the-scenes looks at the game â come follow us!
 
	
	 Hey everyone, it's Dev Story Time!
Hey everyone, it's Dev Story Time!   
So we figured out yesterday that our Chinese crashes the game! The entire team scrambled to make sense of this issue that just would not make sense...
Turns out, after our last Unity Update, for reasons that still baffle us, a certain character started crashing the game, this one [c]"âŚ"[/c], the Ellipsis, but only on certain specific types of text we have in the game, which was also impacting some of the German texts.
Today we woke up to find Unity released a new version that fixed this bug :) To address this, we're releasing a small patch update that contains this new Unity patch version to get the Chinese localization working properly again.
We're terribly sorry for the inconvenience it's caused. Thank you for your patience, especially to our Chinese and German localization enjoyers for the patience with this. 
Game dev is fun sometimes... 
,Little Sim World Team
 
	
	 
	Another hotfix has been uploaded, this one with a larger changelog!
IMPORTANT: we had to change some code related to how settings work, so starting this version of the game will reset all settings to default.
Changelog
Fixed a critical issue happening after dismissing the companion recruited in the Prologue before finishing that storyline. If you have a corrupted savegame because you dismissed the starting companion before finishing the prologue storyline, please get in contact with us at https://staff@innervoid.net and we will try to manually recover your savegame!
Fixed some string not showing properly on items.
Fixed some other issues blocking fights, we are still working on some other scenario and we will soon fix everything. All the people that sent us bug reports have our heartfelt gratitude!
Fixed Canneto's exit point to avoid people spawning on a hill when going back to the world map.
The name of hovered characters is now shown on the upper area of the screen, so that it's easier to identify allies and enemies.
Improved pathfinding in real-time to reduce player's clicks not being registered. We are actively reworking this aspect and will soon provide a much more performant and reliable fix, so that your characters will no longer stay still instead of moving.
Added proper sounds to certain Actions, like unique spells.
Reworked a few things in the combat UI so that the Actions bar immediately prevents clicks on the ground as soon as it starts appearing. This was made to prevent accidental movement when trying to select an Action right after finishing another one.
Fixed several missing characters in Chinese. They appeared as small squares due to them not being properly set in the font's texture.
Fixed several instances in which Chinese dialogues would show an empty string instead of the actual dialogue.
Fixed the Panavian Faction Trader never accepting to trade.
Fixed some barks showing "Invalid Faction".
Improved clarity on the World Map by changing Icons and not showing the name of secondary locations.
The name of the current Settlement is now shown in the Journal minimap.
Fixed an issue preventing Attacks of Opportunity from resetting at the end of the turn.
Fixed a rare issue with civilian AI that could generate null references.
Removed legacy code for Traumas that could lead to their appearance in rare circumstances.
Fixed a rare issue that could lead to items not being properly removed from the game's data, possibly leading to some bugs of different nature in longer playthroughs.
Fixed an issue with a perk modifier being added more than once and stacking until a game reload.
Thank you for your support!
 
	Hello crew! Thank you so much for your continued patience and support as our team has been hard at work on Ship Explorer and its various upcoming updates and DLC. As you know, we have been working to get our next DLC ship, Bismarck, into your hands as soon as possible. As per our last update, this was slated for a late October release, but while the majority of the ship is packed up and ready to go, there remain some outstanding assets which still require attention and additional time to implement. On top of this, we are still waiting on Steam for approval of our DLC store page so that it can go live as intended. As such, we are now looking at a mid-November release, with Patrons receiving the DLC 7 days ahead of the public.
We will keep you all apprised of any updates as they become available. We look forward to you finally getting your hands on this awesome piece of historical content - trust us, it will be well worth the wait! In the meantime, we sincerely thank you all for your support and feedback on the initial release of the game, and for sticking with us as we continue to work to make Ship Explorer the best it can possibly be.
Stay tuned for more updates coming very soon!
~The Turbine Room Team
 
	Hey Vault Hunters! Welcome to âThis Week on Kairosâ - a weekly post where we share everything happening across the world of Borderlands 4, from developer updates to community highlights and beyond.
Every Friday, weâll be here with the latest news, fan creations, dev spotlights, helpful resources, and anything else we think youâll want to see. Whether you're looking to catch up, dive deeper, or just see what your fellow players are up to, this is the place.

Weâve rolled out several updates since launch, with more coming soon. Hereâs what you may have missed:
https://store.steampowered.com/news/app/1285190/view/585031094705848475
A guide on how to submit a ticket can be found here:
https://steamcommunity.com/app/1285190/discussions/2/673972930559959886/
When you submit a ticket, please remember to attach your DxDiag or MSinfo file. If you need assistance with doing that, hereâs a walkthrough:
(Note: This section is going to be structured the same each week, so although it looks the same, rest assured itâs being updated weekly!)
We love celebrating players and their big wins. Here are a couple community members who unlocked IRL achievements:
This weekâs theme: PUMPKINS! You all came up with some great jack-o'-lantern designs, and we want to show off a few of them.
 u/lanky_sin
u/lanky_sin
As you take screenshots and drop them in Steam, weâll round up a few of our favorites for your viewing pleasure. Enjoy the beauty of chaos - er, I mean, Kairos!
https://steamcommunity.com/sharedfiles/filedetails/?id=3595937149https://steamcommunity.com/sharedfiles/filedetails/?id=3593946582https://steamcommunity.com/sharedfiles/filedetails/?id=3594439831https://steamcommunity.com/sharedfiles/filedetails/?id=3593790578

Every week, weâre spotlighting one of the minds behind the mayhem. Youâll get to learn about folks from both Gearbox and 2K, and how each person who touches the game both influences and is influenced by Borderlands 4. This week, we're talking with Jeff Mott, 2Kâs Test Manager:
What does âqualityâ mean to you beyond the checklist? How do you know when a game feels right?
Jeff: Â To me, quality means doing our best to meet customer expectations. It isn't about finding every bug anymore; that's an impossible task. Games are simply too big and they're ever-changing. It's about finding the bugs that matter and advocating on behalf of the customer to get them fixed.
For me, achieving this goal comes down to collaboration and experience. There isn't a single person making this call; it's a discussion, backed up by data from multiple groups, to ultimately decide when something feels ready.
How do you make sure engineering decisions empower (not limit) art and design teams?
Jeff: This is all about finding the right balance. When a tester is new or at least new to a project, they need more guidance. And test cases are great for that. It helps them get familiar with what they're testing and become more comfortable with the game while contributing to vital tests we need to run. Once they're settled in, you start to give them the freedom and encouragement to go out and test with less direction, while still guiding them to try new things.Â
I think this is crucial for broad test coverage, as different testers have different talents. One tester might be great at finding issues with balance and enemy behavior, another may be a natural at finding ways to break mission progress. Helping them identify and realize what they're good at, then giving them the freedom and support they need to shine, is how you build a great test team.
How do you personally handle the repetition and rigor of testing without burning out?
Jeff: One of the keys here is to remind yourself that we're all people and that people need breaks. Even if you love your job, you need time to set the work aside and recharge the batteries. At the end of the day, we're making something fun that we get to put into the hands of other people to enjoy, and that's just awesome!Â
The other key is to build a team where no single person is a point of failure. No one should feel like if they take some time off, everything will fall apart. If that's true, then you haven't built a strong team. Having a support structure where anyone can take the time off they need and not worry that they'll come back to a disaster is how you avoid burnout. And I'm proud to say I've got that kind of team around me.
Our community members arenât just gamersâmany of you are also artists. Whether itâs cosplay, digital art, or some yet-to-be-invented medium, weâre your biggest fans. Check out this weekâs hand-picked fan creations:

Thatâs it for this weekâwith more updates, more chaos, and maybe a few surprises coming next Friday. Until then: keep your ECHOnet tuned and your loot luck high.
Happy Hunting,
The Borderlands Team

 
	Fixed various gameplay bugs and quest logic.
New & improved horror events in the subway and shop (plus a few extra mini-scares/teasers).
Reworked quest progression, including clearer penalties for wrong actions.
Progressive parcel chance added + fridge horror event.
Improved thief behavior and penalties.
Guides/prompts added for ID checks and parcels.
Progress bar for boxes + visualization of destruction/spoilage.
Cooler/Cold storage enlargements for smoother item flow.
Added mad customer animations and improved NPC reactions.
Fixed NPC and thief animation issues.
New animations for customers across common interactions.
Added a checkbox to the Post Notice widget.
Improved Quest Board clarity and blocked the Shop Upgrade page when unavailable.
Enhanced cash register interactions and messages.
New toolbar for popular phone applications (faster access in the in-game phone).
New environmental SFX across interior and exterior spaces.
Updated voiceover reactions for horror scenes.
Graphic optimization pass; lighting optimized and graphics bugs fixed.
Rebuilt lights and improved reflections.
Added new stickers, wall calendar material, and glitch sign effects.
Medicine packaging refreshed for better readability.
New warehouse broken shelf assets for extra grit.
Added teaser content and minor scary events to deepen atmosphere.
As always, your feedback is incredibly valuableâkeep it coming via the forums/Discord. If you hit any new issues after this update, please include steps to reproduce and your specs. Thank you! đŹđ§
 
	Welcome to the experimental branch of the game's demo. Keep in mind most features here will either be changed massively or removed. Also most features are a work in progress.
Please report any bugs in the discord server

+ Added a new item: Explosive Modulator
+ Added a new item: Fireworks
+ Added a new enemy: Spikey Mikey
+ Added a new enemy: Tiny Rock Minion
+ Added a setting to invert X and Y axis
+ Added a brief intermission between waves to give players a short rest
+ Added a new survivor: The Engineer
+ Every stage 1 map has a guaranteed Duplication Skull stand
+ Added a new modifier: "Got a license for that bruv?"
- Buffed the jump-mine's damage 100% -> 225%
- Buffed the jump-mine's prime time 1 -> 0.55
- The pick up item UI has been changed
- Pick up item UI don't overlap now and wait till first has disappeared before showing the next
- Overhauled most HUDs
- Updated rogue model
- Updated knight model
- Updated Casino-Tropolis map
- Happy drone has been modelled and textured
- Boss prefixes now don't increase health past 1.5x
- Items now drop faster from chests and printers
- The Holy Sword now auto-aims
- Sword slashes now inherit projectile properties
- Buffed Holy Sword damage 110% -> 175%
- The fields stage 1 map is now smaller
- The ruins on a stage 1 map have been improved
- Players now get less health on level up 25% of base health -> 12.5% of base health
* Fixed a bug where harpy feathers would refresh whilst in the air
* Fixed item pickup UI overlapping a lot of game elements
 
	





